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Dock Work
A One Round D&D LIVING GREYHAWK
Dyvers Regional Adventure
by Matt Maddy
Triad Edit: Phil Thompson
Circle Edit: David Christ
The sounds of construction are everywhere in the city, but nowhere are they more deafening than the dock district.
Still, it is an awesome sight to behold a construction job this large. With all the populace united in this work effort,
what could possibly go wrong? An adventure for characters level 1-12.
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
Introduction
This is an RPGA Network scenario for the Dungeons &
Dragons game. A four-hour time block has been allocated
for each round of this scenario, but the actual playing time
will be closer to three and a half hours. The rest of the time
is spent in preparation before game play, and scoring after
the game. The following guidelines are here to help you
with both the preparation and voting segment of the game.
Read this page carefully so that you know and can
communicate to your players the special aspects of playing
an RPGA scenario.
Preparation
First you should print this scenario. This scenario was
created to support double-sided printing, but printing it
single sided will work as well. There is enough room along
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It
may help to highlight particularly important passages.
When you run an RPGA D&D adventure we assume that
you have access to the following books: the Players
Handbook, the Dungeon Masters Guide, and the Monster
Manual. We also assume that you have a set of dice (at least
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is
also a good idea to have a way to track movement during
combat. This can be as simple as a pad of graph paper and a
pencil, as handy as a vinyl grid map and chits, or as
elaborate as resin dungeon walls and miniatures.
Instruct the players either to prepare their characters now,
or wait until you read the introduction, depending on the
requirements of the scenario as described in the
introduction.
Keep in mind that you must have at least three players (not
counting the DM), for the game session to be a sanctioned
RPGA event. As well, you cannot have more than six
players participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
should have the players name at the bottom, and the
characters name, race, and gender at the top. This makes it
easier for the players (and the DM) to keep track of who is
playing which character.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying. That
said, you as the DM can bar the use of even core rulebooks
during certain times of play. For example, the players are
not free to consult the Dungeon Masters Guide when
confronted with a trap or hazard, or the Monster Manual
when confronted with a monster.
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Reporting
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and
DM fill out a reporting form. After the form is filled out
it should be given to the senior DM.
Living Greyhawk
This is a LIVING GREYHAWK Adventure. As a LIVING
adventure it is expected that players bring their own
characters with them. If players do not have a LIVING
GREYHAWK character generated, get a copy of the
current LIVING GREYHAWK character generation
guidelines, and a character sheet from your convention
coordinator or the RPGA Web site, ant then have any
players without a character create on. Once all players
have a LIVING GREYHAWK character, play can begin.
Along with the other materials that you are assumed to
have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK
Gazetteer.
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2.
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3.
4.
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4
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1
3
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6
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Introduction
Dock Work
DC 10:
DC 15:
DC 20:
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APL 6 (EL 8)
Dock Work
APL 2 (EL 4)
APL 4 (EL 6)
Karne: male human Rog3: hp 20; See Appendix One.
Dissidents: male humans Rog2 (3); hp 14, 14, 14; See
Appendix One.
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Salinae will greet any PCs he has met before, and then
ask the PCs to explain what happened at the pier to him.
He will seem intensely interested, and will thank the PCs
for bringing the matter to the attention of the church.
He will offer to have the PCs put under the effects of a
water breathing spell if they work as night guards and
watch the pier tonight. He also asks the PCs to visit the
cathedral tomorrow. With that, he will go below decks.
If the PCs ask for non-healing spells to be cast on them,
Salinae will sadly refuse to help them. He will point out
the numerous poor along the pier, and state that all
clerical aid possible must be directed towards the needy.
He will state that the only reason he can offer water
breathing is that it is one of Xerbos special blessings.
(Water breathing is a domain spell for many of the priests
of Xerbo, and thus they cant replace it with other spells.)
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APL 2 (EL 2)
Crocodile: hp 27 ; see Monster Manual.
APL 4 (EL 4)
Giant Crocodile: hp 66; see Monster Manual.
APL 6 (EL 6)
Giant crocodiles (2) : hp 66, 64; see Monster Manual.
APL 8 (EL 8)
Advanced giant crocodiles (14HD) (2): hp 129, 125;
See Appendix One.
APL 10 (EL 9)
Advanced giant crocodile (14HD) [3]: hp 129, 128,
130; See Appendix One.
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APL 2 (EL 3)
Small Water Elementals (2): hp 15,13; see Monster
Manual.
APL 4 (EL 5)
Medium Water Elementals (2): hp 35,33; see Monster
Manual.
APL 6 (EL 7)
Large Water Elementals (2): hp 75,70; see Monster
Manual.
APL 8 (EL 9)
Huge Water Elementals (2): hp 158,152; see Monster
Manual.
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Treasure:
APL 2: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character).
APL 4: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character).
APL 6: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character);
Divine Scroll of Bestow Curse (Value 31 gp per
character); Divine Scroll of Water Breathing (Value 31 gp
per character); Quaals Feather Token (Swan Boat) (Value
37 gp per character).
APL 8: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character);
Divine Scroll of Bestow Curse (Value 31 gp per
character); Divine Scroll of Water Breathing (Value 31 gp
per character); Quaals Feather Token (Swan Boat) (Value
37 gp per character); Divine Scroll of Control Water
(Value 58 gp per character); Divine Scroll of Summon
Monster IV (Value 58 gp per character); Divine Scroll of
Spell Immunity (Value 58 gp per character).
APL 10: L: 0 gp; C: 0 gp; M: Potion of Water
Breathing (Value 62 gp per character); Wand of Cure
Light Wounds (Value 62 gp per character); Divine Scroll
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Conclusion
If the PCs go to the The Cathedral of Xerbo, Salinae will
be very worried about the symbol of Xerbo in the
underwater cavern. Salinae will speak to several other
priests about it, and will ask the party to meet him in a
room below decks of the Cathedral.
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The End
90 xp
120 xp
180 xp
240 xp
300 xp
360 xp
420 xp
60 xp
120 xp
180 xp
240 xp
270 xp
300 xp
90 xp
150 xp
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APL 6
APL 8
APL 10
APL 12
210 xp
270 xp
330 xp
360 xp
Role-Playing experience
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12
90 xp
135 xp
180 xp
225 xp
270 xp
315 xp
Treasure Key:
Total possible experience
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12
450 xp
675 xp
900 xp
1,125 xp
1,320 xp
1,485 xp
Treasure Summary
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a treasure section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounters treasure.
The loot total is the number of gold pieces each character
gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes
per every 5 enemies, and if the characters cannot take the
time to loot the bodies, they do not gain this gold. If you
feel it is reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted off by
dungeon scavengers, removed from the scene by the local
watch, and so on), characters may return to retrieve loot. If
the characters do not loot the body, the gold piece value for
the loot is subtracted from the encounter totals given
below.
The coin total is the number of gold pieces each character
gains if they take the coin available. A normal adventuring
party can usually gather this wealth in a round or so. If for
some reason, they pass up this treasure, the coin total is
subtracted from the encounter totals given below.
Next, the magic items are listed. Magic item treasure is the
hardest to adjudicate, because they are varied and because
characters may want to use them during the adventure.
Many times characters must cast identify, analyze
dweomer or similar spell to determine what the item does
and how to activate it. Other times they may attempt to
use the item blindly. If the magic item is consumable (a
potion, scroll, magic bolts, etc.) and the item is used before
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APL 4: C: 200 gp
APL 6: C: 300 gp
APL 8: C: 400 gp
APL 10: C: 500 gp
APL 12: C: 600 gp
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396 gp
599 gp
798 gp
1250 gp
2058 gp
2991 gp
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APL 4 (EL 6)
Karne, male human Rog3: CR 3; medium-size
humanoid (human); HD 3d6+6; hp 20; Init +6; Spd 30
ft.; AC 16 (+2 dex, +4 armor); Atk +4 melee (1d6+1
subdual, masterwork sap) or +4 ranged (1d6, shortbow);
SA: Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge
(Dex Bonus to AC); AL CN; SV Fort +3, Ref +5, Will +0;
Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 15.
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APL 6 (EL 8)
Karne, male human Rog5: CR 5; medium-size
humanoid (human); HD 5d6+10; hp 36; Init +6; Spd 30
ft.; AC 16 (+2 dex, +4 armor); Atk +5 melee (1d6+1
subdual, masterwork sap) or +5 ranged (1d6, shortbow);
SA: Sneak Attack +3d6; SQ: Evasion, Uncanny Dodge
(Dex Bonus to AC); AL CN; SV Fort +3, Ref +6, Will +0.
Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 16.
Skills and Feats: Bluff +13, Diplomacy +17, Gather
Information +13, Innuendo +9, Intimidate +15, Read
Lips +8, Sense Motive +7, Spot +7, Tumble +10;
Improved Initiative, Persuasive, Trustworthy.
Possessions: 10 gp, Shortbow, 60 arrows, masterwork
sap, Mithral chain shirt, Everburning Torch, Quaals
Feather Token (whip), Potion of Glibness.
Dissident, male human Rog4: CR 4; medium-size
humanoid (human); HD 4d6+12; hp 34; Init +7; Spd 30
ft.; AC 16 (+3 dex, +3 armor); Atk +5 melee (1d6+2,
short sword) or +6 ranged (1d6, shortbow); SA Sneak
Attack +2d6; SQ: Evasion, Uncanny Dodge (dex bonus
to AC); AL CN; SV Fort +4, Ref +7, Will +0; Str 15, Dex
16, Con 16, Int 10, Wis 8, Cha 8.
Skills and Feats: Bluff +6, Climb +8, Diplomacy +1,
Disguise +8, Escape Artist +10, Hide +10, Innuendo +6,
Jump +10, Move Silently +10, Tumble +12; Dodge,
Improved Initiative, Mobility.
Possessions: 4gp, Shortbow, 60 arrows, short sword,
studded leather armor.
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Ref +10, Will +5; Str 27, Dex 12, Con 19, Int 1, Wis 12,
Cha 2.
Skills: Hide +2*, Listen +5, Spot +5.
Improved Grab (Ex): To use this ability, the giant
crocodile must hit a Large or smaller size opponent
with its bite attack. If it gets a hold, the crocodile grabs
the opponent with its mouth and drags it into deep
water, attempting to pin it to the bottom. The
crocodile automatically deals bite damage each round it
maintains the pin.
Skills: *A crocodile gains a +12 racial bonus to hide
checks when submerged.
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Magic Items:
Merciful weapon enhancement: (from p. 76 of Sword
& Fist) the weapon deals +1d6 points of damage, and
all damage it deals is subdual damage. On command,
the weapon suppresses this ability until commanded to
resume it. Bows crossbows and slings so enchanted
estow the merciful effect upon their ammunition.
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